BI OF Wile WEEDS ces 0 roxourV V hen you opened this
box, you opened a whole
new world: a world filled
with heroes and exciting
adventures, a world infested
by villains and great
dangers, a world where
anything can happen.
Welcome to the world of
DC Heroes.
DC Heroes is a role playing
game. But even if you've
played role playing games
before, you'll find DC Heroes
a little bit different from the
rest. For those who have
never played role playing
games, please read the next
two pages. Experienced role
players may skip these pages
and start on page 4 at the:
Introduction.WHAT
IS A ROLE
PLAYING GAME?
A role playing game lets you
play a role, like an actor does on a
stage. Each person may play the
role of one hero. In DC Heroes,
you, the Player, can take on the
character of anyone in the world
of DC, including Batman, Super-
man, Green Arrow, or even a
character you make up.
Each hero has definite powers
and skills, each has a motivation
for acting as a hero, and each has
special weaknesses, vulnerabilities,
and limitations.
‘The hero you chose to play,
called the character, is involved in
creating an interesting story with
the other players of the game.
This creation is not hard. In
fact, it’s lots of fun. Everyone can
learn role playing games. They are
straightforward, logical, and deal
with understandable ideas.
Most people learn through ex-
perience. Start slowly, taking as
much time as you need, then stop
when it becomes confusing, The
more you play DC Heroes, the
more you will understand why
certain rules exist, and how to use
them.
The rules in DC Heroes allow
you to make up your own stories
about your favorite heroes. Instead
of just reading a comic book feat-
2
uring the Teen Titans, you will
play the role of one of the young
heroes. You decide which actions
the hero will take, act as the char-
acter would when meeting other
characters, and behave as if you
were the hero. This hero will then
participate in an adventure which
is coordinated by another person
called the Gamemaster.
One person must be chosen as
the Gamemaster. This person
should be familiar with the rules
of DC Heroes. He is like the writer
ofa DC comic book, unfolding the
story and playing all of the other
people in the world. The Game-
master also has the important
task of playing the roles of all of
the non-hero characters in the ad-
ventures. These characters are
called Non-Player Characters. The
term Non-Player Characters is
abbreviated as NPCs.
For example, in the sample
story, he would play the Riddler,
the Riddler’s henchman, the pro-
fessor at the Egyptian exhibit,
and everyone else that Batman
might meet in the story.
‘The Gamemaster writes down
the basic framework of the story,
drawing out plans for the various
locations, assigning powers and
skills to the villains, and creating
the special plot twists for each
story (like a riddle from the
Riddler),
The Gamemaster must have a
good grasp of the rules of the
game, since he is the one who
conducts play and acts as a refe-
ree. One whole book in DC Heroes
is devoted to the Gamemaster,
and it gives him helpful hints on
how to play.
‘When your group sits down with
the Gamemaster to play, everyone
has his assigned role(s). As Play.
ers, your characters are all he-
roes, The Gamemaster runs every-
thing else.
The Gamemaster will then
present the beginning of the story
tothe assembled group, but not as
adrysummary of the facts. He will
try to encourage you to imagine
yourself in the DG world, by des-
cribing the general picture, set-
ting, people, and other important
information about the situation
the heroes find themselves in. Like
the beginning of acomic book, the
beginning of a role playing game
can start slowly, then build to-
ward an exciting climax.
As a Player, you must identify
with your chosen hero character,
and place him in that picture. Askyourself questions about the en
vironment and the character. How
would Batman act in this place?
What would he say or try to do? It
is all right to ask the Gamemaster
questions to help you understand
what is going on.
Four environments should al-
ways be kept in mind while you
are role playing:
1. The immediate environment,
includes those things that are
closest to your character: his cos-
tume, the chair he’s sitting in, the
gadgets and equipment included
with his costume, etc.
2. The general environments the
area in which the chair is placed:a
room in the character's headquar-
ters, or a shack, with all of its fea-
tures (doors, windows, ete.) de-
tailed by the Gamemaster.
8. The larger environment is the
area beyond: the space outside
the windows and doors, the city in
which the headquarters is locat-
ed, the swamp next to the shack.
‘The larger environment includes
the trees, sky, birds, ete.
4, The world environment is usu-
ally the world of DC Heroes, but it
could be a planet trillions of miles
from Earth, the heart of a super:
nova, a cave one hundred miles
beneath the surface of a planet, or
anywhere the Gamemaster takes
your character.
Once the environment (the
WHERE ) and the hero and other
people (the WHO) have been estab-
lished, the first problem can be
presented by the Gamemaster.
A problem can be anything that
forces you and the other Players
to become involved with the story.
It could be a clue your characters
must solve, a bank robbery they
must foil, or even a full scale at
tack on their headquarters!
Atthis point you and the others
are no longer passive observers,
You must do something. Your de-
cisions affect the outeome of the
story, so that the story isn’t just
being told by one person, but. be-
ing experienced and changed by
the whole group.
When you act, the Gamemaster
will ask for information about your
characters. The numbers on each
character card are used to rate
that character's abilities and
attributes.
Sometimes the Gamemaster will
ask you to throw dice. This is the
method by which Players deter-
mine how successful their charac-
ter will be in certain actions. The
process is called an Action Check.
Once the dice are rolled, the Game-
master will look at his tables and
tell you the result of your actions.
After the first problem, you and
the other Players take control of
the game. Your characters must
follow up on clues and fight the
bad guys to find more clues which
will keep the story moving.
Sometimes, youllhit a dead end
and the Gamemaster must be
prepared to start again by pre-
senting a new problem which lets
the action move forward. And so
it goes throughout the adventure,
the Players and the Gamemaster
working together to create a total-
ly unique story, like those found in
DC comic books.
The rules presented here and in
the other books give you a frame
work on which to build the world
of DC Heroes. They allow you to
create and experience new ad-
ventures; and to find out just how
, strong, or powerful your fa-
vorite character is,
Role playing is a lot of fun. It
helps develop the imagination, and
lets people understand the im-
portance of teamwork and hones-
ty. But most of all, role playing lets
you live the lives of your favorite
heroes and share in their exciting
adventures!
3INTRODUCTION
‘The rules to DC Heroes are like
a language. It is not necessary to
read and memorize every word of
the rules before playing the game,
That would be like learning to
read by memorizing a dictionary.
Playing the gameis the fun part,
so you should start with the im:
portant rules and terms in this
introduction and then start play-
ing. You can add more of the rules
as you and your friends feel like
increasing the variety of the play.
Like a language, the rules of DC
Heroes will teach everyone com-
mon words and phrases that mean
very specific things in the game.
These terms will give each Player a
good idea what his hero can do, as
well as the abilities of the other
Players’ heroes.
Using the game terms will make
it easy to understand how tough
the villain is and what it takes to
“leap over a tall buildingin asingle
bound.”
There are seven different ideas
that you need to understand in
DC Heroes. Some of these ideas
are easy; some are a little harder.
‘Take your time. Everything here is
explained in many different ways
so if you don't understand it here
in the introduction, you might get,
a better feel for it in the solo ad-
venture or the Example of Play
(presented in the Players’ Manual),
Right now just concentrate on
the seven ideas found in this
pamphlet. These are:
Attribute Points
Attributes
How to Use the Dice
‘The Action and Result Tables
Powers and Skills
Hero Points
Automatic Actions
Once you have read through these
sections, you will be ready to play
the solo adventure in the Module
Book. After you have mastered
the solo adventure, you should be
able to play DC Heroes with some-
‘one who understands all of the
rules. After you've played a few
times, read the Players’ Manual to
add variety to the game.
This is the basic form of measure
ment in DC Heroes. Everything,
including time, distance, and vol-
umeis measured in Attribute Points.
Attribute Point is abbreviated AP.
You should remember this abbre-
viation, We use it a lot.
Since Attribute Points measure
everything in DC Heroes, it is easy
to transfer these Points from one
form of measurement to another.
For instance, to find how much
a character can lift, find his
Attribute Points for Strength. This
is the number of Attribute Points
of weight he can lift without strain,
Attribute Points (APs) are also
used to measure how effective a
character action is, So, in combat,
APs are used to find how much
damage a character inflicts or
sustains. Inarace, APs are used to
find out how fast a character
runs. And so on.
APs can even measure know:
ledge: 8 APs equals the informa:
tion in a magazine, 9 APs equals
the information contained in a
book, 11 APs is the information in
a two-volume dictionary, 13 APs
4
equals the collected works of a
prolific author, and 14 APs is the
information in a ten-volume en
cyclopedia.
‘These amounts of damage, speed,
or information are related to real
world units like pounds, feet, and
seconds. There is a base value for
each type of measurement called
Effect Units. These are listed below:
Measurement Effect Units
Weight 50 pounds
Distance 10 feet
‘Time 4 seconds
Volume Vxixl
‘These measures are equal to
0 APs, In DC Heroes, 0 has a
measurable value,
Each additional AP of measure-
mentis worth about twice as much
as the AP before it. Therefore, a
DC Hero with a Strength of 6 is
twice as strong as a DC Hero with
a Strength of 5.
he Gamemaster (GM) has a
table in his book that will tell him
how to quickly convert APs into
their real world equivalent and
real world measures into APs, But
this is not important for the Play-
ers. It is enough to know how
many APs something has, because
all measurements are in APs; not
pounds, inches, or cubie feet.
Weight, for instance, goes like
this:
APs Real World Weight
50 Ibs.
100 Ibs.
200 Ibs.
400 Ibs.
800 Ibs.
1,500 Ibs.
3,000 Ibs.
ook
Distance also works on this:
so that:
APs Real World Distance
10 feet
20 feet
40 feet
80 feet
160 feet
320 feet (100yas—approx.)
640 feet